Everybody is talking about server capacity. Players want to know what went wrong with the advertised server capacity. SV are working to increase server capacity. But in fact, server capacity is irrelevant. The concurrent player limit of MO is set not by the technical specifications of the servers and the software they are running, but by the game design itself.
This is a mental exercise you can play yourself, maybe while you sit in that queue. I am not saying my numbers are right. You can come up with numbers of your own. But I'm sure you'll see that it doesn't matter if the servers can handle 10K concurrent players, or 100K - Myrland can't.
Here we go ... How many players can Myrland comfortably hold?
A bank can hold 40 players.
You can have another 20 in the graveyard.
Another 20 are using the vendors, the library and the stables.
20 are wandering aimlessly around town or casting spurt on themselves.
That's a total of 100 in a town.
How many towns? If we are generous and include the lawless camps, we have... about 13?
That's a total of 1,300 players in all towns.
Let's assume that for every player in a town, there is another player in the wild gathering resources, taming horses, fighting PVP battles, ganking people or getting ganked.
2,600 players. Let's be generous again and add 400 doing something we haven't thought of to make a total of 3,000. And that is it. 3,000 concurrent players. That's the limit set by the game and map design.
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Of course, this isn't rocket science. Many players have been saying this for months. SV must have done the same sums. So how did we end up with the current fiasco? I'm not here to make accusations, but I'll simply set out the two possibilities I can see, and that other people are suggesting:
The cynical explanation
1/ Hype the game and sell as many copies as possible
2/ Give the impression of working to resolve problems by fiddling with the servers, even though you know it is irrelevant
3/ Wait until the excess players get fed up and leave
4/ Run MO2 with the remaining 2,000 to 3,000 concurrent players, at which point the problems disappear
5/ Excess revenue safely in bank
The generous explanation
1/ SV thought the servers and the Myrland map might handle 5,000 concurrent players
2/ SV thought they would get sales equating to 5,000 concurrent players
3/ Nobody knows what will happen on release, and in the event SV were out by a factor of 2 on both estimates. They now have double the concurrent players at 10K, with the game only able to handle half the numbers, 2.5K
Whatever the explanation, the fact is that ...
if MO2 is is going to be a single persistent world
if MO2 is going to run on the current Myrland map
The game design limit is somewhere in the order of 2,000 to 3,000 concurrent players.
This is a mental exercise you can play yourself, maybe while you sit in that queue. I am not saying my numbers are right. You can come up with numbers of your own. But I'm sure you'll see that it doesn't matter if the servers can handle 10K concurrent players, or 100K - Myrland can't.
Here we go ... How many players can Myrland comfortably hold?
A bank can hold 40 players.
You can have another 20 in the graveyard.
Another 20 are using the vendors, the library and the stables.
20 are wandering aimlessly around town or casting spurt on themselves.
That's a total of 100 in a town.
How many towns? If we are generous and include the lawless camps, we have... about 13?
That's a total of 1,300 players in all towns.
Let's assume that for every player in a town, there is another player in the wild gathering resources, taming horses, fighting PVP battles, ganking people or getting ganked.
2,600 players. Let's be generous again and add 400 doing something we haven't thought of to make a total of 3,000. And that is it. 3,000 concurrent players. That's the limit set by the game and map design.
-------
Of course, this isn't rocket science. Many players have been saying this for months. SV must have done the same sums. So how did we end up with the current fiasco? I'm not here to make accusations, but I'll simply set out the two possibilities I can see, and that other people are suggesting:
The cynical explanation
1/ Hype the game and sell as many copies as possible
2/ Give the impression of working to resolve problems by fiddling with the servers, even though you know it is irrelevant
3/ Wait until the excess players get fed up and leave
4/ Run MO2 with the remaining 2,000 to 3,000 concurrent players, at which point the problems disappear
5/ Excess revenue safely in bank
The generous explanation
1/ SV thought the servers and the Myrland map might handle 5,000 concurrent players
2/ SV thought they would get sales equating to 5,000 concurrent players
3/ Nobody knows what will happen on release, and in the event SV were out by a factor of 2 on both estimates. They now have double the concurrent players at 10K, with the game only able to handle half the numbers, 2.5K
Whatever the explanation, the fact is that ...
if MO2 is is going to be a single persistent world
if MO2 is going to run on the current Myrland map
The game design limit is somewhere in the order of 2,000 to 3,000 concurrent players.